Virtual reality-augmented rehabilitation for patients following stroke.

BACKGROUND AND PURPOSE: Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in w...

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Publicado en:Physical Therapy Vol. 82; no. 9; pp. 898 - 916
Autores principales: Merians AS, Jack D, Boian R, Tremaine M, Burdea GC, Adamovich SV, Recce M, Poizner H
Formato: case study pictorial tables/charts Journal Article
Publicado: Oxford University Press / USA Sep2002
Acceso en línea:Ver este registro en EBSCOhost
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      pub: Oxford University Press / USA
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        atl: Virtual reality-augmented rehabilitation for patients following stroke.
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          Merians AS
          Jack D
          Boian R
          Tremaine M
          Burdea GC
          Adamovich SV
          Recce M
          Poizner H
        affil: Professor, Dept of Developmental and Rehabilitative Sciences, University of Medicine and Dentistry of New Jersey, 65 Bergen St, Newark, NJ 07103; merians@umdnj.edu
      sug:
        subj:
          Stroke Rehabilitation
          Virtual Reality
          Physical Therapy Methods
          Motor Skills
          Therapy, Computer Assisted
          Stroke Physiopathology
          Software Design
          Middle Age
          Aged, 80 and Over
          Female
          Male
          Middle Aged: 45-64 years
          Aged, 80 & over
          Female
          Male
      ab: BACKGROUND AND PURPOSE: Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in which practice intensity and feedback can be manipulated to create individualized treatments to retrain movement. CASE DESCRIPTION: Three patients (ML, LE, and DK), who were in the chronic phase following stroke, participated in a 2-week training program (3 1/2 hours a day) including dexterity tasks on real objects and VR exercises. The VR simulations were targeted for range of motion, movement speed, fractionation, and force production. OUTCOMES: ML's function was the most impaired at the beginning of the intervention, but showed improvement in the thumb and fingers in range of motion and speed of movement. LE improved in fractionation and range of motion of his thumb and fingers. DK made the greatest gains, showing improvement in range of motion and strength of the thumb, velocity of the thumb and fingers, and fractionation. Two of the 3 patients improved on the Jebsen Test of Hand Function. DISCUSSION: The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke.
      pubtype: Academic Journal
      doctype:
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        pictorial
        tables/charts
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      ougenre: Article
    language: English
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